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Author Topic: Hard facts on Sapients  (Read 11402 times)

Scoops Novel

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Hard facts on Sapients
« on: February 07, 2013, 01:17:03 pm »

Inspired by the Medieval Stasis thread's debate over how the different Races would develop technologically, amongst other things, I'd like to have a thread which collects the hard facts we know from Toady and Threetoe sources. The currently prominent ones will necessarily take center stage, but little things like the can read tag on trolls are also welcome. Preferably, source your statements. I'll update the original post with relevant information as appropriate.
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wierd

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Re: Hard facts on Sapients
« Reply #1 on: February 07, 2013, 02:32:09 pm »

*Data from raws:
Quote
Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

   [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
   [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
   [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
   [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
   [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
   [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
   [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
   [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
   [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

This means that dwarves have a bonus 25% increase in base stats over humans in the following categories:
Strength
Toughness
Analytical ability
Creativity
Patience
Memory
They have a bonus 50% increase in:
Spacial sense
Focus
and a 10% deficit in:
Agility

They are equivalent to humans in all other respects, except size, and race specific personality traits:
Quote
These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

   [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]
Quote
   [ALCOHOL_DEPENDENT]
   [PERSONALITY:IMMODERATION:0:55:100]
   [PERSONALITY:VULNERABILITY:0:45:100]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]

Alcohol dependent is important for dwarves, because it makes them biochemically/biologically dependent upon drinking alcohol. They experience major deficits when they dry up. It should not be confused with alcoholism.


ELVES

Quote
   [PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
   [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +
   [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++
   [MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
   [MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -
   [MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max
   [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
   [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]         +
   [MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +
   [MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
   [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +
   [MENT_ATT_RANGE:SOCIAL_AWARENESS:450:950:1150:1250:1350:1550:2250]      +

Elves get a 25% bonus over humans in the following categories:
Agility
Recuperation
Intuition
Spacial sense
Musicality
Empathy
Social awareness

Elves get a 50% bonus in:
Kinsesthetic sense

Elves get a 75% bonus in:
Disease resistance
Linguistic Ability

Elves get a crazy 500% bonus in:
Memory

Elves suffer a 10% deficit in:
Patience

They are equivalent to humans in all other respects, except racially derived mannerisms and physical parameters:

Quote
   [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BENIGN]
   [PERSONALITY:IMAGINATION:0:55:100]
   [PERSONALITY:ARTISTIC_INTEREST:0:60:100]
   [PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
   [PERSONALITY:SELF_DISCIPLINE:0:45:100]
   [PERSONALITY:ACTIVITY_LEVEL:0:40:100]



GOBLINS

Quote
   [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
   [PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
   [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
   [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +
   [MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++
   [MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --
   [MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --
   [MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
   [MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]                       ---
   [MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++

Goblins get a +25% bonus over humans in:
Strength
Recuperation
Disease resistance

Goblins get a +50% bonus in:
Endurance
Social Awareness
Willpower

Goblins get a crazy +500% bonus to:
Memory

Goblins experience a 25% deficit to:
Intuition
Creativity

Goblins experience a hellish 70% deficit to:
Empathy

Goblins are otherwise identical to humans except for racial behaviors and body modifiers:

Quote
   [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [EVIL]
   [NOCTURNAL]
   [PERSONALITY:ANGER:25:75:100]
   [PERSONALITY:IMMODERATION:50:75:100]
   [PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
   [PERSONALITY:CHEERFULNESS:0:40:90]
   [PERSONALITY:ALTRUISM:0:25:50]
   [PERSONALITY:MODESTY:0:40:90]
   [PERSONALITY:SYMPATHY:0:25:50]

I will build graphs illustrating how these stats interact later.

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NW_Kohaku

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Re: Hard facts on Sapients
« Reply #2 on: February 07, 2013, 02:39:01 pm »

Well, Threetoe's stories aren't exactly hidden.  For a bonus, Toady even throws an "analysis" section on the bottom that tends to be a pretty concise "what we have learned today" section, although what Toady infers and what any other reader infers is necessarily going to be different.

Stories like Root talk explicitly about the nature of animal people and their relation to the mysterious forest deity, and Snatcher is explicitly about goblin and elven cultures.

So... elves...

The problem with the ways that people tend to talk about things like the magical races, and especially things like magical plants, is that people tend to want to grasp at the mundane and technical things rather than accept some of the broader implications of the magical.

Elves, I feel, are interesting because of their reliance on an ecological "infrastructure". I think of their cities as being carefully-managed rainforest-based arcologies, and that elvish immortality has an important genetic impetus, because it takes a species of eternal gardeners to preserve and enhance such a complex and delicate system. Modding them properly into the game would likely be far more of a challenge than adding even the most baroque dwarf civilization, due to the fact that if a dwarf wants a nail, she learns to forge the metal they have available into a desired shape with specific characteristics, more or less; while an elf in the same predicament, plants a six-penny seed.

[...]

Now, it is clear that we need a thread discussing the mental makeup of other races, which I'm currently trying to think up a good name for and thus defer to whoever is first on that front. Secondly, it is certainly going to affect this discussion, particularly with the eventual fortresses for other races planned which we arguably now have the bare basics for. It would help vastly if we had a stickied thread which contained the collected knowledge on each race from toady and threetoe sources, as I'm under the impression that goblins are demons on the lower end of the hiearchy and need their kidnapped children to overthrow inevitable lordly demon rulers, and i know fuck all about the nature spirits with the elves and something about fae folk from other planes with the kobolds, let alone trolls. I suggest said sticky is referenced on matters of race from here on out.

Elves are perhaps best described as the Na'vi from Avatar to a greater extreme. 

In their world, animals are not only capable of talking but share in a near-sentience, and the great spirit of the forest is a sort of magical hive mind to give a rather literal sense of mother nature.

Elven culture, at least at its initial inception, is all about living in communion with this nature spirit. 

The spirit is capable of moving the trees as it sees fit, as seen especially in Snatcher, (which I'll reference more later,) where the nature spirit literally decides whether or not to catch an elf that slips.  The elf can call out to the trees, but the nature spirit can decide whether to listen or not.  (This, in turn implies a bit of the contract magic concept, where magic is a compact with a spirit or god that can be exited by the will of the contracted spirits that supply the magical power.  The magic of the spirits will obey the invoker only for as long as they are furthering the goals of the spirits in question, and the contract can be terminated on abruptly short notice. Of course, the spirits of the elven nature deities seem to be of a more meddling sort than most.)

Root pretty clearly indicates that elven culture doesn't necessarily always hold to these traditions, however.

The druids and princesses in that story live outside of the "pure" form of elven hypothetical culture via "decadence", but that doesn't mean that other influences can't force changes in their outlook on life, either.

If we are talking about what it means to have cultural overlap, however, Snatcher is far more interesting, as it covers both the concept of a half-elf/half-goblin, but also what it means to slip between cultural worlds. 

Durangel has the cultural imprints mostly from the goblin side of her upbringing.  However, while Durangel has some remaining memory of how to climb a tree, it's notable that the pure-goblin and seemingly purely goblin-culture-indoctrinated Ashnak actually seems to have a greater understanding for and respect of the elven culture and its spirits than anyone else.  Ashnak is very deliberately straddling the two cultures (even when his motives for how and why he came to do so are not really explained, although the result of the child is rather obvious) and purposefully went to great lengths to cross-pollinate the cultures in his offspring, as well.

All of this I'm going to bring back to make a point that the nature spirit elves worship is a force of stasis, but the elves themselves are not exactly the same.  They can obviously deviate from the strict teachings of their spirit, but, again with the notion of the contract magic, they can face a severe consequence for doing so.  When this actually takes place, however, seems to be mutable.  The spirit itself may possibly be influenced, or negotiated with, or make concessions on principle in the short-term towards achieving more over-arching goals. 

Ashnak was capable of invoking the nature spirit against what seemed to be the interests of the elves, even when, as a goblin, he "should have been the enemy".  This implies a collusion between Ashnak, Panthera, and, of all things, the Nature Spirit for a longer-term purpose of a blending of goblin and elf in Durangel, although to what ultimate purpose this was supposed to serve, the short story is a little too short to explain.  Perhaps the nature spirit saw a purpose in trying to goblinize the elves or elvenize the goblins - especially if a goblin threat was looming, taking a chance to purposefully warp the culture of the elves and/or goblins to prevent a long-term destruction of the elves/forest/powerbase of the spirit and nature may have been worth the sacrifices.  The Assassination of Zecalo Bronzeflower, for example, shows the possibility of spreading an "evil" biome by demon-led goblins, and the Nature Spirit may be making a long-term insurance policy against something as cataclysmic to the survival of its native forest as a purely destructive goblin force that may come to terraform the forests into an evil biome. 

The goblins depicted in snatcher, the ones who were high-level leaders, at least, were interested in technology like grind wheels, which implied they weren't just thinking in terms of the Might Makes Right dogma of basic goblin thought, either.

To speak of how this plays out...

The current elven orchard thing Toady is programming seems to be a part of this stasis-by-magic concept. Elves don't need to farm normally or deforest because the trees just provide because magic.

However, elves are also obviously at least capable of not only sliding away from this because of decadence, but also because of necessity.  Elves live outside their elven communities with humans/dwarves/goblins all the time even now, and adopt the cultures of their hosts.  They also host others within their retreats, which come to function like them.

I'm somewhat reminded of the older stories of elves as "those taken by the fae".  Basically, that they are ultimately just descended of humans who were taken by, and shaped by, the fae spirits of the woods.  Removed from this influence, they are still changelings - they still have some fae marks upon them, but they can still be at least somewhat human. They're just always the changed ones.  Over generations, however, that would fade completely.  Myth and history is full of claims of kings and emperors descended from heavenly, fae, or demonic beings, but where they are ultimately just humans with a bit of a past that might give claims to some access to a magical power.  (Many "wizards" of Chinese/Japanese legends are descendant of a youkai like a kitsune.  Even Merlin was supposedly born of an incubus.)

Without the fae influence, they lose the keystone of their initial culture.  Even in contact with it, that Nature Spirit seems capable of more complex thought than one might initially give it credit for.  (If it is a nature spirit, it must, ultimately, learn to adapt, after all, for nature is nothing if not vicious against those who refuse to adapt.) 

Elves facing a real reason to change, be it long, grueling war against goblins, or simply seeing the equally scary prospect of a human/dwarven/advanced technocratic goblin society encircling and nipping away at their domain because of simple lack of care for what their nature spirit is and how it is powered (as with dwarves who chop down forests) may change by necessity.  If the elves' ability to economically keep the humans at bay relies upon a textile industry and its improvements, to trade for their armaments they need to defend their lands, and to keep themselves a valuable enough trade partner to forestall the hoards of deforesting potential farmers, then it would mean a potential drastic shift in their culture. 

It's completely unclear just how flexible the Nature Spirit might be.  Perhaps it would help forest spiders become some farmable tame creature that spins silk straight to the elves' looms, and dictate the exact terms and prices of the assistance nature gives, turning elves into highly sensitive gardeners of a delicately nuanced farm.  Perhaps it would adamantly forestall any such "perversion" of its powers, however.
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wierd

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Re: Hard facts on Sapients
« Reply #3 on: February 07, 2013, 03:06:16 pm »

[I am content to focus on the raw numbers "nature" side, as that is the better aspect my skillset is suited for-- and leave "nurture" story-based aspects to Kohaku.]
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Re: Hard facts on Sapients
« Reply #4 on: February 07, 2013, 08:35:18 pm »

In Threetoe's stories goblins come from the underworld. In DF Talk Toady mentioned them living in bastions to keep them safe from demons and their use of portals to get to the overworld.

Also in DF Talk it was mentioned that within goblin society there will be multiple groups who don't necessarily like each other. This means you could kill goblins from one group without upsetting other groups in the same civilisation.

An interesting quote on how goblins are supposed to be seen.
Quote from: Toady One (DF Talk)
We have wars, like even when wars are on people can still migrate around and trade and stuff; it's not like there's these sorts of national boundaries and people are all gung-ho and stuff; it's a lot more fluid. But it's too fluid right now, because you'll get fifty dwarves moving into the goblin place and fifty goblins moving over to the elves' forest. It's all really happy right now, so there's going to be some dampening of those effects, but we really want it to be able to happen. Now the goblins, when you look at their raw definition they have certain personality flaws; they're all sociopaths in a sense because they don't feel any kind of altruistic feelings. The thing we wanted for goblins is that they don't get that kind of buzzy, happy feeling that you get when you do something nice for someone else, so that has a large impact on their society. Having that kind of person in town, that person could be a productive member of society for their own purposes, but they'd also be one of those questionable individuals in town, where you can't really feel like they've got your back in every way or whatever. This is one of the issues, in fact, with the old personality system or the current personality system; we wanted to judge goblins a little bit, and the only way we found to do that was by zeroing out the altruism meter, but we would love the ability to judge them more. That's why we're going to add all these more traditional virtue/vice type things, that can kind of get at the heart of what it means to be a rotten individual, and then not go full bore with it for the goblins, so that some of them could still, for instance, live in a human town and be functional and really have to worry about unjustified xenophobia more than they worry about how rotten a person they are. Or I'd call it semi-justified xenophobia because on the whole the goblins are kind of bad. But we want that kind of freedom, and we don't really have it right now and it contributes to the difficulty of ironing this out where we'll just have to put in some hand wave that's like 'Well, they don't really live there a lot in those human places, and they hardly ever ever ever live in an elf place but sometimes they do' or whatever.
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SirHoneyBadger

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Re: Hard facts on Sapients
« Reply #5 on: February 07, 2013, 10:07:51 pm »

NW_Kohaku: I see your point about trying to shoehorn the truly supernatural into a more mundane, more easily codified mould, and I dislike it too, aesthetically, but if that analysis isn't applied with a pretty large brush, we're left with a powerful force that we can't understand and can't predict, and the control and direction of that force becomes quite dubious even for anyone we stick the title of "wizard" onto--infact, using that title would be like sticking a radiation hazard label on a 7th century Viking berserker--it says nothing of the full range of possible dangers, and there's noone around that can properly interpret it, and even if anyone could, you might still end up with an axe in the brain-pan, if you got too close. 

Noone's going to want to get too close.

Adding Magic with a capital M certainly would help to add a sense of wonder to the game, and that's worth a lot, but in the process, it risks immediately snowballing into a whole avalanche of game-breaking possibilities.

If you can explain how the game can function as Dwarf Fortress with such a force in it poured into it, undiluted, without any boundaries or limitations, I'm very interested in listening, but I'm instinctively leaning heavily towards A C Clarke's 3rd law. It's a crutch, and I admit it, but the alternative is trying to code the unexplainable.

The inexplicable might still work in the game, if restraint were heavily invoked. To try and build an entire civilization based on it, though, it just seems like you're going to end up with a badly broken cult of those radioactive sea-wolves I mentioned above, at best.

It's not that I don't want to experience the awe of an actual supernatural miracle, or that I don't think that pure fantasy without a scientific basis is a valid frame for storytelling, but there aren't many cases where I've found "Magic A is explicitly Magic B-Z-42-Kung Fu-God's Pancreas, whenever it fits the writer's mood" to be very satisfying even in the contects of short story or a movie (it's happened exactly once, actually, in a short story from 'Realms of Fantasy' (a brilliant magazine I still mourn the loss of), and I might be misremembering the details a bit), let alone in the medium of computer code, so if we do have magic as in
*MAGiC* (credit to PTerry), and not as "something my shaved-ape brain can't figure from lightning", then I'd highly advise that the great majority of the use of it be carefully structured, and the rest be treated as a cross between a gatherable resource, and a plutonium deposit that might go critical at any moment, and then give this "wild magic" the quality of randomization to anything it's added to, along with the meta-qualities of wild magic touched beings and lands--I find particularly appealing the idea, from Moorcock's Elric saga, of undetermined, chaotic lands, which might be added whole-cloth to the game, including the sudden appearance and gelling of centuries-old histories and cultures, "out of the mist". 

Infact, I've been wanting to see, or maybe write myself someday, a fantasy world that literally has no physical limits, like a flat Earth that just goes on forever, North, South, East, West--an infinite series of plains, lakes, mountains, forests, oceans, deserts, what have you, for endless lightyears, but that still has dirt below and stars above, and explore the connotations of that.

So, I have no problem with magic that isn't just extremely advanced science, and with a really fantastical environment where anything really is possible, on a day-to-day basis, but for modding purposes, and for the sake of a consistent game, I'd like one which can be understood well enough to be highly functional and recogniseable/surviveable to someone from Earth that was transported there, and one that allows the application of our history, reality, and sciences, as well as useful speculation into it's future state.

I'm hoping you can find a clear path to your goal, but mind the pitfalls. Real magic should be much less easy than it seems, and only comfortable when it's killing you.
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Loud Whispers

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Re: Hard facts on Sapients
« Reply #6 on: February 08, 2013, 01:43:19 am »

Elves are perhaps best described as the Na'vi from Avatar to a greater extreme.
Meh. Na'vi are terrible Mary Sues. Elves aren't perfect, and they're all the more realistic for an immortal sapient eating ecological warrior. Elves are best described in their own terms.

Noone's going to want to get too close.
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SirHoneyBadger

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Re: Hard facts on Sapients
« Reply #7 on: February 08, 2013, 01:58:33 am »

Loud Whispers: Punctuation is also a thing. 

I thought all the grammar nazis gave up when grammar Hitler died in that bunker.
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Loud Whispers

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Re: Hard facts on Sapients
« Reply #8 on: February 08, 2013, 02:30:26 am »

Loud Whispers: Punctuation is also a thing. 

I thought all the grammar nazis gave up when grammar Hitler died in that bunker.
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NW_Kohaku

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Re: Hard facts on Sapients
« Reply #9 on: February 08, 2013, 03:02:32 am »

I would point out that Minecraft is a fantasy flat earth with no limits...

But anyway, programming in limits really is something Toady needs to do with magic, since all the magic that's been put in so far has seemed to work Megaman-style, but without even the energy meters to slow its use down. 

That is, the only magic powers in the game so far are were curses, evil dusts, vampires, and necromancy, and you can make yourself a thrall necromancer vampire were-badger by just finding and claiming for your own the powers of each one of those types of creatures.

Again, there isn't even an energy meter on them, currently.  I know we're not fans of MP around here, but at least attaching this stuff to the stamina meter keeps necromancers from just reanimating corpses every single turn.



But anyway, on how magic should be construed...

Cado had a line that seems to indicate the mentality pretty well:
Quote
There were equations in nature which must be balanced. The gods didn't specify, however, how this balance should be maintained. A place existed out of space and time, a place where things could be added to or taken from, so long as the balance was preserved. A man could fly like a bird or topple a great fortress with a wave of his hand. Given the calculations were correct, anything was possible, for a price.

I could write out a long treatise on it, but I've already laid out a couple that I can just point back to for explaining takes on the magic that exists, and how to handle the problems the unfettered magic creates:

One is Contract Magic, being about how magic comes as a (sometimes literal) bargain with a supernatural being or plane of magic like in the story. The idea being that you have to literally pay for each use of magic (in advance, often,) and make sacrifices or pacts that preclude a "gotta catch 'em all" solution to magic powers.

The Xenosynthesis section that sprang out of the farming thread, meanwhile, is a totally separate idea on just how magical a land can be, and how the presence (or destruction of) magical plants and animals can disrupt the "magic field" of an area.  Again, this is what was implied by the Assassination story with goblins spreading an evil biome, as well as what the Nature Spirit fears from deforestation - that the magic fields are mutable. Unlike wizardly magic, however, all xenosynthesis is far less controllable in what the magic does, it merely changes biomes from normal to "good" or "evil" or whatever magic biomes by altering the local magic levels. 
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SirHoneyBadger

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Re: Hard facts on Sapients
« Reply #10 on: February 08, 2013, 04:31:20 am »

It's interesting to me how the elves and the goblins both have the same sort of limited immortality, and several of their physical and mental traits are comparable. They're also linked closely with "Faerie" in general, in myth. Much more closely than, say, dwarfs or dragons or ghosts.  And they're close enough to elves in myth that you can say "the princess was kidnapped by the king of the elves/goblins", and it's pretty interchangeable, without any solidly defined expectations for one, that the other couldn't concievably fulfill--the ambiguous Erlking from German folklore and literature comes quickly to mind, as even Wikipedia can't make up it's mind which of the two the Erlking is, for example.

Tolkien ofcourse famously links the two, as well, as goblins were made from elves, somehow.

There's a rather vague notion that elves are the good guys, and goblins are the bad guys, but this can quickly start to erode when compared to actual myth, where everything that is touched by the supernatural is potentially dangerous, and even the greatest of human heroes (Herakles) might be guilty of infanticide. The main difference between the two seems to be that the elves had better PR. Interestingly enough, a similar set of identification problems often occur between dwarfs and trolls, as well.

It should be noted that the word "elf" is of Germanic origin, and it can be suggested that since the dwarfs themselves of 'Dwarf' Fortress are Norse in origin, the reference here is to Norse Alfar, specifically Ljosalfar, or light elves; rather than Irish Tuatha or Aes Sidhe, or Welsh Tylwyth Teg, so they are atleast somewhat removed from much of the Gaelic/Celtic mythology from which so much Faerie lore is drawn.


You're right about Minecraft, although I hadn't thought of it in quite that way before. I've engaged in some fairly interesting mental exercises about the nature of that world, as well, although the game itself just doesn't have enough depth or modding potential right now to hold my interest. I also think I enjoyed it better when there was less plot and more ambiguity--it made it easier to make up my own story of what was what, as I went along, and there was a real "mysterious island" appeal.


I'm going to read over those two threads of yours before I come up with, or atleast post, any more major suggestions or ideas on magic in the game.

As a player who has been handed a free game I enjoy playing, with many powerful modding tools, I've come to feel a responsibility (and a real joy), to do whatever I can to make the game into what I want it to be.

If you would be willing to help me to figure out how to mod appropriate checks, balances, and limits into the game, that would be very useful to me.

I figure ToadyOne and ThreeToe have more than enough on their plate, just making this game possible and functional. I feel it's the job, duty, pleasure, and honor of us players and the DF community at large to flesh it out and really bring it to life.   
« Last Edit: February 08, 2013, 06:04:24 am by SirHoneyBadger »
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Boea

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Re: Hard facts on Sapients
« Reply #11 on: February 08, 2013, 07:02:01 am »

I'd guess that with added dimensions, goblins, and fae folk would become more interesting, since they'd have more tangible places to came from, other than hell.

Fae from the Crystal World, Goblins from the Blood World, Demons from the Under World, Elves from the Fire World.
Now all I can think of are Armokian Fell Goblins conquering the Underworld, and Fire Elves with their legions of Giant, Bauxite Gnome Ferrets.
« Last Edit: February 08, 2013, 07:15:21 am by Boea »
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NW_Kohaku

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Re: Hard facts on Sapients
« Reply #12 on: February 08, 2013, 03:21:46 pm »

Tolkien ofcourse famously links the two, as well, as goblins were made from elves, somehow.

Well, elves, faeries, goblins, and dwarves all were originally sort of derived from the same base creatures.  Elves and faeries were almost literally the same creature until fairly recently.  It's only with Tolkien that elves got a massive size upgrade (along with goblins, which made his orcs) and faeries got left behind. 

The bulk of them were supposed to be made of lost children who were "taken" (or "snatched" as it were) by various fae spirits, and it's just a matter of what sort of fae did the snatching that would eventually convert the children into either the beautiful ones that dance in the forest and lure people in with pleasant song and parties or else were merely "mischievous" children (elves/faeries), the ones who worked on crafts for their masters (dwarves/gnomes), and the ones who saw horrific things and were twisted into beings that wanted to inflict the same on others (goblins/gremlins).

Something Wicked This Way Comes kind of gets at this old myth style.  That there's some strange, powerful, and utterly insane being out in the woods out to make a deal with you or offer you an invitation to a party you really should refuse.  (See also Djinni or Deals with the Devil...)

Originally, they didn't have that heaven/hell distinction, they were all just these "Wild Gods" or "Old Gods" that did whatever insane things they wanted. 

The main difference between the two seems to be that the elves had better PR.

Actually, the main difference was that they were prettier. 

You trap more flies with honey, and you can get away with a lot more as a mermaid than as a spider-creature. 
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"And no Frankenstein-esque body part stitching?"
"Not yet"

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Scoops Novel

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Re: Hard facts on Sapients
« Reply #13 on: February 08, 2013, 03:32:32 pm »

Actually, i think vinegar works better, but point taken. Nobody's mentioned the Kobolds, and that's an itch i need scratched.
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wierd

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Re: Hard facts on Sapients
« Reply #14 on: February 08, 2013, 03:33:39 pm »

Actually, in myth, Elves and Dwarves are really just arbitrarily seperated members of the same ambiogenically produced "Species".

Source:
Poetic Edda, The original source for these creatures. (The influence will be readily apparent to readers of tolkien, by Voluspo, stanza 12. Note that "alf" means "Elf", and is the original noun root word. "Gandalf" means "magic elf". Note how he was created along with Durin, though Durin comes first. Early traditions DID NOT segregate elves from dwarves. That distinction is the result of an arbitrary segregation between the "alfhome" and the dveregar's homes. The result of this segregation made dwarves eventually be unable to bear being in sunlight, as it would turn them into stone. This is the likely origin of Toady's "Cave adaptation" puke-o-thons that happen to his dwarves.)

This is clearly not conserved in DF-- since dwarves and Elves have VERY different racial characteristics. This is why we have to resort to toady/Threetoe stories for mythic inspiration.

I will now return to my regularly scheduled programming, dealing with numerical data.
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